Friday, July 18, 2025

SCI's Community Creation Shutdown and Potential Strategy Behind Undisputed

 



1. The Community Creations Shutdown – What Was Said

Quote from Community Moderator "SCI Mink King":
"Community creations are more than likely a no-go. That would require a lot of work that would take away from the main objective right now."

Interpretation:

This statement implies that SCI is deprioritizing Community Creation tools to focus on another "main objective," which fans speculate could be:

  • Preparing a full version 1.0 release of Undisputed

  • Shifting resources toward Undisputed 2, allegedly being built in Unreal Engine


2. Timeline vs. Execution: 5+ Years of Development

Time in Development Engine Community Creation Progress
~5+ years Unity Nearly non-existent or shelved

Does This Seem Reasonable?

No, not for a modern sports sim.
In that timeframe, and with Unity as the engine (which has strong modding/community creation support), we should reasonably expect:

  • A working boxer creation tool

  • At least basic sharing or local import/export

  • A modding roadmap or SDK preview

Instead, we're hearing that it’s "too much work", despite it being part of the original roadmap. This raises questions about:

  • Development planning

  • Resource allocation

  • Transparency with fans and backers


3. Why Community Creations Matter in Boxing Games

Feature Impact
Boxer Creation + Sharing Keeps game alive after launch, gives players identity + expression
Modding Tools Extends game lifespan, allows realism lovers to contribute
Community Fighters & Rings Adds depth, historic rosters, and fantasy matchups
YouTube/Twitch Exposure Drives content creation and visibility

Case Studies:

  • Fight Night Champion: Still has a modding and creative player base 10+ years later

  • WWE 2K Series: One of the most active creation suites in sports games

  • Skater XL / NBA 2K / UFC 4: Player-created content fills gaps left by developers

Without it, Undisputed risks being a one-and-done game, unable to sustain itself through its community.


4. Is SCI Holding Back for Undisputed 2?

Evidence Implication
Engine shift to Unreal is rumored SCI may be starting fresh, abandoning the current Unity codebase
Core features like career, boxer sharing, referees, and clinch depth are missing Fans suspect these are withheld intentionally
Lack of full transparency or an updated roadmap Indicates strategic containment of features
Vague replies like “it’s a lot of work” Possibly a PR strategy to softly phase out the Unity version

Conclusion:

It appears likely that SCI is doing just enough to finish Undisputed 1, possibly for contractual reasons (publisher, licensing), while setting the stage for Undisputed 2 in Unreal Engine, where they can promise a "fresh start."

This is a risk-averse approach that burns goodwill, especially among early supporters who believed in the original vision.


5. Fallout From This Strategy

Result Effect
Fan Exodus Hardcore fans leaving, YouTubers abandoning content
Distrust of Roadmaps Promises from SCI are seen as unreliable
Accusations of “Cash Grab” Some feel Undisputed was a placeholder for future monetization
Lost Potential for Community Growth Missed opportunity to foster a healthy ecosystem

6. Recommendation to SCI (If They’re Listening)

  • Reinstate at least basic Community Creation functions

  • Release a dev blog explaining technical and strategic choices

  • Clarify the future: Is this the end of Undisputed 1? Is Undisputed 2 a reboot?

  • Offer modding tools or limited editor tools to fans

  • Start rebuilding trust — or risk long-term brand damage



For a game built on promises of realism, transparency, and community engagement, Undisputed now feels guarded, unfinished, and directionless to many. The removal (or sidelining) of Community Creations—after 5 years of development and roadmap promises—makes it difficult to argue SCI isn’t holding back for a sequel.

Boxing games die when they shut out the community. The only way to keep this sport’s digital presence alive is to let the community shape it — together.

If you'd like, I can help draft a community call-to-action, a blog post breakdown of this timeline, or a comparison to how creation suites revived other games.



a detailed comparison of how Creation Suites and Community Content Tools revived or sustained other games, vs. what’s happening with Undisputed — structured by:

  • Game Title

  • Tools Provided

  • Impact on Longevity, Playerbase, and Community

  • Lessons for Steel City Interactive (SCI)


WWE 2K Series

Engine: Unreal Engine
Creation Suite: Wrestlers, Arenas, Entrances, Movesets, Storylines, Logos

 Tools Provided:

  • Advanced character creator with face morphing, attire layering

  • Upload/download server with keyword search

  • Custom arena + lighting, ring, announcer setup

  • Story creator in earlier entries

  • Community Universe Mode + simulation-based leagues

 Impact:

  • Saved the franchise from collapse (post-2K20 disaster)

  • YouTube content boomed via the CAW (Create-A-Wrestler) series

  • Fictitious leagues and federations took over Twitch/YouTube

  • Thousands of real/historic wrestlers recreated by fans

  • Turned casual players into long-term creators

 Lessons for SCI:

Even if your roster is limited, a powerful creation tool fills in the blanks and drives daily user engagement.


Skater XL & Session: Skate Sim

Engine: Unity
Creation Suite: Characters, clothing, full mod support, user maps

 Tools Provided:

  • Steam Workshop integration

  • External mod support (Clothes, shoes, animations)

  • Map Editor + imported real-life skateparks

 Impact:

  • Skyrocketed in popularity after dry content release

  • Fans created entire map libraries + historical locations

  • Skater XL became the modder's skateboarding game of choice

  • Even real-life pro skaters appeared via mods

 Lessons for SCI:

Skater XL launched with barebones content but gave the community power. Fans turned a niche sim into a skateboarding platform.


UFC 4 (EA Sports)

Engine: EA Ignite
Creation Suite: Limited, but boxer-style CAWs and online sharing exist

 Tools Provided:

  • Limited character creation

  • Fighters downloadable via online sharing

  • Style customization: stances, movesets

 Impact:

  • Despite weak creation tools, users flooded the servers with boxers not in-game (Ali, Tyson, Mayweather)

  • Filled the void left by no boxing game

  • Helped bridge the fans of both MMA and boxing

 Lessons for SCI:

Even a limited CAW system can be leveraged by fans to simulate the roster you couldn’t license. You don’t need to do it all yourself.


Fight Night Champion (via Mods / RPCS3)

Engine: Proprietary (PS3/X360)
Creation Suite: Boxer creation, no official online sharing

 Tools Provided:

  • Full boxer editor

  • Unofficial mods via emulation

  • Attribute + appearance customization

 Impact:

  • Fans STILL mod this game 13+ years later

  • Created legend vs. legend matchups (Ali vs. Tyson Fury)

  • Keeps the boxing community alive in absence of new titles

 Lessons for SCI:

Even old-gen games survive if fans can shape the game themselves. A PC-friendly boxer creator with export/import is enough.


NBA 2K Series

Engine: Proprietary (2K)
Creation Suite: Player, team, court, jersey, even full custom leagues

 Tools Provided:

  • Hyper-detailed MyPlayer system

  • MyLeague with full team editing

  • Shareable MyTeam cards, sliders, draft classes

 Impact:

  • Created a sandbox sports ecosystem

  • Mods and sliders allowed realistic or fantasy leagues

  • Community-created draft classes filled in 20+ years of NBA history

  • Realistic roster edits and historic teams gave the game simulation depth

 Lessons for SCI:

A creation suite can drive multiple player archetypes — competitive, sim, historic, fantasy. That’s how you satisfy multiple demographics in one game.


Undisputed (SCI)

Engine: Unity
Creation Suite: Roadmapped, not implemented, now deprioritized

 What’s Missing:

  • No community upload/download hub

  • No mod support, even with Unity's open nature

  • No boxer sharing system (local or online)

  • No official support for historic fighter recreation

  • No creative input from fans on rings, referees, trunks, or venues

 Current Impact:

  • Hardcore fans leaving in waves

  • YouTube creation-based content is drying up

  • Game perceived as a closed box vs. a sports platform

  • Players feel bait-and-switched by roadmap promises


Summary Comparison Table

Game TitleCreation Suite SupportImpact on LongevityEngine
WWE 2K🟢 FullExtended lifespan, top YT CAWUnreal
Skater XL🟢 Modding + Creator ToolsRescued the game from being emptyUnity
UFC 4🟡 BasicBoxer mods filled the voidEA Ignite
Fight Night Champion🟡 Modded + Create BoxerKeeps the game alive via RPCS3Proprietary
NBA 2K🟢 DeepFranchise-defining featureProprietary
Undisputed🔴 None (Roadmap failure)Fan base erosionUnity

 Final Takeaways for SCI:

  1. Creation tools are not optional in a boxing game — they are essential infrastructure.

  2. Without real-time sharing, the roster will never be enough.

  3. Community creations prolong life, create viral moments, and build loyalty.

  4. Fans will forgive bugs, but they won’t forgive broken promises.

  5. Your Unity version could’ve been a community modding sandbox. Now it feels like a timed placeholder.

Building a Realistic Boxing Game Without Big Names: How to Win Fans and Fighters Through Authenticity

 To develop a realistic boxing video game without the funding for licensed boxers—yet still attract major boxers and hardcore boxing fans—a company needs to build trust, showcase authenticity, and deliver mechanics that resonate with the sport’s culture. Below is a detailed strategic breakdown of how this can be done.


 I. FOUNDATIONAL STRATEGY: AUTHENTICITY OVER LICENSES

Positioning Statement:

“We didn’t start with names. We started with boxing itself.”

This mission statement appeals to hardcore fans and boxers who care more about the sport being respected than about face value recognition.


 II. CORE DEVELOPMENT STRATEGIES

1. Build Gameplay Depth First — “Simulation First” Approach

  • Create punch mechanics that factor in:

    • Punch speed, angle, timing, weight transfer, fatigue, and foot positioning.

  • Design stamina, defense, movement, and recovery systems to mirror real-life principles.

  • Use non-licensed placeholder boxers who embody real-world archetypes (e.g., slick counterpuncher, relentless pressure fighter, switch-hitter).

 Inspiration: Boxer's Road 2 (PSP) had no licensed boxers but earned respect for its mechanics.


2. Hire or Consult Real Boxers, Trainers, and Historians

  • Partner with:

    • Retired champions

    • Top amateur coaches

    • Boxing analysts or journalists

  • Have them advise on gameplay, animations, tendencies, and rules.

  • Even unlicensed advisory names lend credibility ("Advisor: X world champion" or "Coach to Olympians").

 Low cost, high authenticity boost.


3. Use Fictional Boxers Based on Real Styles

  • Create fictional characters based on real boxer archetypes:

    • A Cuban southpaw technician

    • A Mexican volume puncher

    • A Detroit Kronk gym heavy hitter

  • Include:

    • Signature traits and tendencies

    • Realistic records and rivalries

    • Backstories influenced by real boxing culture

 Result: Boxing fans will recognize the styles and story references even without names.


4. Focus on Community Customization Tools

  • Let the community create their favorite boxers, with:

    • Advanced boxer creator (appearance, stats, tendencies)

    • Shareable templates (e.g., "Ali" or "Chávez" styled boxers)

  • Support modding, so fans can legally skin characters for personal use.

 This mirrors what the Fight Night Champion community did for years.


5. Develop a Strong AI and Tendency System

  • Simulate:

    • Boxer habits (e.g., overhand counters when tired)

    • In-ring adaptability

    • Psychological momentum

  • Promote this as your USP (Unique Selling Point): “Our AI fights like real boxers, not arcade characters.

 Hardcore boxing fans care deeply about boxer behavior and ring IQ.


 III. BUILDING HYPE AND COMMUNITY INTEREST

1. Release Developer Diaries & Transparency Videos

  • Show:

    • The research behind animations

    • Interviews with boxers/trainers

    • Raw footage of the AI development process

 Build hype and respect through transparency.


2. Run Polls and Surveys with Boxing Fans

  • Ask fans:

    • What mechanics they value

    • Who their favorite boxer styles are

    • Which punches or moves are underrepresented in games

  • Use this data to inform dev decisions and make fans feel invested.


3. Offer a “Pro Boxer Beta Access” Program

  • Invite:

    • Amateur standouts

    • Young pros

    • Gym coaches

  • Let them play early builds and give feedback. Film reactions.

  • Bonus: Some may promote it organically.


4. Host a Sim League Using Created Boxers

  • Launch a fictional sim tournament:

    • Commentary

    • AI-driven matches

    • Community voting on strategies

  • Build narrative drama, like a Netflix-style sports docuseries.


 IV. HOW TO ATTRACT NAMED BOXERS OVER TIME

1. Create a Game So Authentic They Want In

  • Boxers and trainers don’t want to be part of a joke.

  • If your game becomes a respected simulation, you won’t need to chase names—they’ll come to you.

Example: Undisputed got hundreds of licenses AFTER they demoed a promising prototype.


2. Offer Back-End Deals Instead of Upfront Cash

  • Pitch to fighters or their management:

    • Revenue share for character usage

    • Sponsorship inside the game (gear, shorts, gym banners)

    • Coach/trainer brand placement


3. Partner with Boxing Gyms and Promotions

  • Build visibility by:

    • Including real gym designs (e.g., Gleason’s, Wild Card)

    • Featuring gym names/logos

    • Creating challenge modes based on sparring stories


4. Use the Game to Promote Underrated Prospects

  • Offer rising prospects in lower-tier promotions a spot as a featured in-game “guest” fighter.

  • In exchange, they promote the game on social.


 V. LONG-TERM PAYOFF

If done right, the roadmap could look like:

Phase Milestone Outcome
Pre-Alpha Solid mechanics, no licenses Hardcore fans intrigued
Alpha Community feedback + Boxer AI showcased Word of mouth grows
Beta Rising fighters appear + the sim league begins Trainers & gyms endorse
Launch Custom boxer tools + refined gameplay Viral buzz + mod community
Post-Launch High-profile boxers join Full licensing ecosystem is possible

 Summary

You don’t need Floyd Mayweather or Tyson Fury to make a respected boxing game. You need:

  1. Authentic mechanics that represent boxing truthfully

  2. Community-driven engagement tools

  3. AI and tendency systems that replicate the sweet science

  4. A culture of respect for boxers, their styles, and their journey

  5. Grassroots partnerships with the real boxing world

If you get the sport right, the sport will get behind you.



An Open Letter to Turki Alalshikh: Build a Boxing Video Game That Honors the Sport

 



بالطبع، إليك النسخة العربية من الرسالة المفتوحة إلى تركي آل الشيخ:


 **رسالة مفتوحة إلى معالي المستشار تركي آل الشيخ:

ابنِ لعبة فيديو تمثل الملاكمة بصدق واحترام**

معالي المستشار تركي آل الشيخ،

لقد أصبحتَ اليوم واحدًا من أكثر الشخصيات تأثيرًا في عالم الرياضات القتالية. رؤيتك غيرت ملامح الملاكمة، وفتحت أبوابًا جديدة للعالم العربي والعالم أجمع. ولكن الآن، عيون جماهير الملاكمة تتجه إليك بسؤال جديد:

هل ستمثل رياضة الملاكمة بصدق في ألعاب الفيديو؟ أم ستُكرر الأخطاء التي أفسدت صورتها من قبل؟


مخاوفنا: لا نريد لعبة آركيد أخرى متنكرة بزي الملاكمة

عندما انتشرت أخبار تعاونك مع تاكاشي نيشياما—مبتكر سلسلة ستريت فايتر—تفاجأ الكثيرون من جماهير الملاكمة. ليس لأننا لا نحترم إنجازاته، بل لأن إرثه في ألعاب القتال الآركيدية الخيالية لا يتماشى مع واقعية الملاكمة التي نحبها.

الجماهير بدأت تتساءل:

  • هل سنرى ضربات خارقة تُطيّر الخصم في الهواء؟

  • هل ستُستبدل التكتيكات الواقعية بسلاسل ضربات كومبو؟

  • هل سيتحول محمد علي وتايسون إلى شخصيات كرتونية؟

إذا كان الأمر كذلك، فهذا يتعارض تمامًا مع كل ما تدافع عنه في الملاكمة الواقعية.


لديك الفرصة لتغيير المسار... فلا تُهدرها

لعبة Undisputed كانت تحمل آمال الملاكمين والجماهير. باعت أكثر من مليون نسخة سريعًا، لكنها لم تقدم ما وُعِد به. حتى الملاكمين الذين ظهروا في مقاطع الترويج، بدت الحماسة على وجوههم مصطنعة. واللعبة أصبحت هجينة بين القتال والملاكمة، بلا روح.

هنا تأتي فرصتك الذهبية، لكن بشرط: أن تُبنى على أسس صحيحة.


نريد "فريق أحلام" يُجسّد الملاكمة بحق، لا تجربة هجينة

إذا كنت تنوي أن تقود المشروع الكبير القادم لألعاب الملاكمة، نرجو منك أن تُراعي التالي:

من يجب أن يكون في الفريق:

  • مؤرخو الملاكمة — ليضمنوا دقة كل ضربة وتفصيل.

  • ملاكمون محترفون وهواة — لاختبار الواقعية والملاحظات.

  • مدربون ومحللون — لوضع استراتيجيات وتكتيكات حقيقية.

  • خبراء الذكاء الاصطناعي — لتطوير خصوم يتعلمون ويتأقلمون.

  • مطورو ألعاب محاكاة رياضية — ممن عملوا على FIFA، NBA 2K، وغيرها.

  • فِرق موشن كابتشر فاهمة للملاكمة — لا ممثلين ألعاب قتال.

ما يجب تجنبه:

  • ضربات خارقة ومقاييس طاقة خيالية.

  • أنظمة قتال مكررة لكل المقاتلين.

  • تأثيرات بصرية مبالغ بها تُشوّه الواقعية.

  • قواعد "لعبة قتال" بواجهة ملاكمة.


كُن صادقًا مع رسالتك

أنت قلتها بنفسك: الملاكمة تستحق الاحترام.
وهذا الاحترام يجب أن يمتد إلى كيفية تمثيلها في ألعاب الفيديو.

نريد:

  • إدارة واقعية للتعب واللياقة.

  • حركة قدم تُغير مجرى النزال.

  • ملاكمين بأساليب مختلفة كليًا.

  • نظام حقيقي للتكتيك والارتجال.

ولا نريد:

  • "ستريت فايتر" بأسماء ملاكمين.


إذا كنت تحب الملاكمة بحق... فأظهر ذلك في كل منصة

معالي المستشار،
الجماهير تثق في رؤيتك وحبك للملاكمة. ولكن الآن، عليك أن تُثبت ذلك في عالم الألعاب أيضًا. لديك القوة، الدعم، والموارد لبناء أعظم لعبة ملاكمة واقعية على الإطلاق.

لا تُهدر الفرصة.
لا تُكرر أخطاء المطورين الآخرين.
ولا تخذل جماهير الملاكمة المتعطشة للواقعية.

سنقف معك.
سندعمك.
لكن فقط إذا مثلت اللعبة ملاكمتنا كما نعرفها ونحبها.

مع خالص الاحترام،
عشاق الملاكمة، المؤرخون، اللاعبون، والمجتمع الذي يبحث عن تمثيل واقعي لرياضته.



An Open Letter to Turki Alalshikh: Build a Boxing Video Game That Honors the Sport

Dear Turki Alalshikh,

You have become one of the most powerful figures in combat sports—a visionary who has reshaped boxing’s global presence. From promoting mega fights to introducing new audiences to the sport, your commitment is undeniable. But now, the boxing community is turning to you with a new question:

Will you represent boxing authentically in video games, or will you let it be misrepresented again?

 Our Concern: We Don’t Want Another Arcade Game Wearing Boxing Gloves

When the news broke about your collaboration with Takashi Nishiyama—the legendary creator of Street Fighter—many fans paused. It was unexpected. Not because we don’t respect his work in gaming, but because his legacy is in arcade-style fighting, not the technical depth and realism that defines the sweet science.

The fear is growing:

  • Are we getting flashy knockouts with superhero windups?

  • Will fighters be defined by combo strings and fireball-like punches?

  • Will realism be thrown out for spectacle?

If that’s the case, it contradicts everything you say about boxing.

You’ve publicly criticized “Tom & Jerry” cartoonish boxing. You emphasize real grit, strategy, timing, and respect for the craft. But how can that be reflected in a game that plays like a tournament fighter and not like a real bout?


 You Have a Unique Opportunity — Please Don’t Waste It

Boxing fans around the world wanted Undisputed to succeed. It sold over a million copies quickly. But now, even boxers themselves seem disinterested. Their enthusiasm feels forced in interviews. Hardcore fans notice the gameplay lacks soul. It's more “arcade hybrid” than true boxing simulation. And that gap still hasn’t been filled.

You can fill that void. But only with the right team.


 We Need a “Super Team” — Not a Crossover Experiment

If you are going to lead the next great boxing video game project, we ask that you do it right:

Who to Hire:

  • Boxing historians – to guide authenticity in movesets and eras.

  • Pro/amateur boxers – to review gameplay and realism in mechanics.

  • Trainers and analysts – to help implement strategy, rhythm, and footwork.

  • AI experts – to create fighters who adapt, react, and fight like the real thing.

  • Sim-sports developers – people with backgrounds in FIFA, NBA 2K, MLB The Show, or Fight Night.

  • Mo-cap teams with ring experience, not traditional fighting game actors.

What to Avoid:

  • Special move gauges.

  • Fantasy mechanics or "ultimate" combos.

  • Shared animations between all boxers.

  • Fighting game tropes disguised as boxing systems.


 Represent What You Preach

You’ve said before: boxing deserves respect. And you’re right.

That respect must extend to how it’s portrayed in gaming. Don’t support another flashy, style-over-substance product that gets boxing wrong.

We want real stamina management.
We want strategic movement.
We want footwork that changes outcomes.
We want each boxer to feel and fight differently.

We don’t want Street Fighter in boxing gloves.


 If You Love Boxing, Then Show It in Every Medium

Turki, fans trust your commitment to real boxing. But this is the time to prove it in the gaming space, too. You have the money, the reach, the voice—and now, perhaps, the intention. But intentions aren’t enough without the right foundation.

Don’t let another developer misrepresent our sport.
Don’t confuse spectacle with simulation.
Don’t let boxing fans down.

It’s time to assemble a team of real boxing minds and build the most authentic, legacy-defining boxing simulation the world has ever seen.

We’ll support it. We’ll champion it.
But only if it represents boxing as it deserves to be seen.

Sincerely,
Boxing fans, historians, gamers, and athletes who want more than just another fighting game.

Thursday, July 17, 2025

The Misunderstanding of "Realism" in Games

 “Not saying Undisputed can’t be a realistic boxing game. But every single nook and cranny from real life being put into a game and expecting it to work cohesively is a bit wild to me.”


1. The Misunderstanding of "Realism" in Games

This argument shows a misunderstanding of what fans mean when they ask for realism. Most realism-focused fans:

  • Aren’t asking for every detail of real boxing.

  • Are asking for foundational mechanics like:

    • Referees, clinching, proper punch tracking, realistic stamina and fatigue, ring movement, fouls, and damage modeling.

  • Want realism where it affects gameplay, immersion, and authenticity, not fluff like how many stitches are in a glove.

This isn’t "every nook and cranny"—it’s basic simulation integrity.


2. Sports Games Already Do This—And Succeed

It’s not "wild"—it’s the industry standard in many sports sims:

  • NBA 2K tracks tendencies, foot planting, momentum, fatigue, player personalities, coach strategies.

  • MLB The Show replicates pitching mechanics, wind effects, mound visits, umpire variability.

  • FIFA / EA FC includes player movement types, off-ball AI, crowd momentum, and weather effects.

So why is boxing the only sport where realism is treated like a burden instead of a feature?


3. Boxing Needs Realism to Be Understood and Appreciated

Unlike team sports, boxing is:

  • Highly technical

  • Highly contextual (styles, matchups, stamina, tactics)

  • Often misunderstood by casual viewers

That’s why arcade-style boxing games breed misinformation. A realistic boxing sim can:

  • Teach fans how styles win fights

  • Reward smart ring control, not spammy combos

  • Show why defense, distance, and setups matter

Saying “don’t add too much realism” is like saying “don’t let people learn what boxing actually is.”


4. Game Design Is About Smart Systems, Not Cutting Corners

You don’t need to model everything 1:1—you need smart abstractions:

  • Referees don’t need full AI, just state-driven logic.

  • The clinch system can be animation + stamina, + control tug.

  • Fatigue can be layered through speed, power, and block response.

Good devs turn realism into gameplay loops.
Bad devs call it "too much work" and oversimplify until it’s not even boxing.


5. This Excuse Often Protects Poor Planning or Shifting Vision

Let’s be real:

  • Many of the things fans wanted were promised early in Undisputed’s development.

  • The game shifted toward a more “arcade-lite” direction due to a changing internal vision, not technical impossibility.

Saying, “you can’t expect everything to work together,” is often a shield for feature cuts, team limitations, or lowered ambition.


6. Realism = Replayability + Long-Term Success

Boxing is not a mass-market genre—longevity comes from:

  • Deep offline career modes

  • Real AI styles and boxer identity

  • Player expression through strategy, not button-mashing

The best way to keep a boxing game alive is to make it deep enough that fans keep discovering new layers. That comes from realism, not shallow spectacle.


Conclusion: It’s Not Wild—It’s Necessary

Realism in boxing isn’t about making a simulator for gym rats. It’s about:

  • Respecting the sport

  • Respecting the players

  • Making something that actually feels like boxing

So, no—it’s not wild to expect the fundamentals of real boxing to work cohesively. It’s wild that some still defend boxing games that intentionally avoid it.

Wednesday, July 16, 2025

Why Don’t Video Game Companies Do Surveys Anymore? And Why That’s Hurting Games Like Boxing Sims



Introduction: The Silence of the Studios

There was a time not long ago when video game developers actively engaged with their communities through surveys and polls. These weren’t just marketing gimmicks—they were vital tools for shaping feature sets, gameplay direction, and even which games were greenlit or rebooted. Studios like CD Projekt Red, Paradox Interactive, and even EA once utilized polls to gather fan insights.

But something changed. The surveys stopped. The open dialogue went silent. And in its place? A one-way stream of developer assumptions, influencer-driven hype, and “live service” engagement metrics that rarely reflect what core fans truly want.

For simulation-hungry boxing fans, this silence has become deafening.


The Missing Link: Player-Driven Development

Surveys once gave players a seat at the table. You could express what mattered most:

  • Do you want an in-depth career mode or a flashy online multiplayer?

  • Should clinching, referees, and stamina systems be prioritized?

  • Are realistic animations and boxer tendencies more important than combos and power-ups?

These were real questions that could inform real decisions. But now? The decisions are made in a vacuum, often by teams with little background in the sport they're digitizing.

In boxing games, especially, the failure to consult the actual boxing community has led to glaring problems:

  • Arcade dodging mechanics over foot positioning.

  • No clinching. No referees. No three-knockdown rules.

  • “Fighting game” terminology and balancing systems applied to a sport with real-world physics, pacing, and strategy.


Why Did They Stop?

1. The Rise of Metrics Over Meaning

Developers now rely on analytics scraped from YouTube views, Twitter mentions, and playtime data instead of actual conversations. These metrics tell what players do, not why they do it or what they want next.

Surveys are deliberate. They allow studios to ask specific, meaningful questions and receive detailed, filtered responses. But too often, studios don’t want nuance—they want trends. And that’s killing authenticity.

2. Control and Gatekeeping

Let’s be honest: many developers don’t want input they didn’t ask for, especially from niche or deeply knowledgeable fans.

In boxing gaming, the lack of respect for historians, trainers, cutmen, and boxers themselves has been blatant. Developers lock the door and throw away the key—then accuse any critics of being “gatekeepers.”

But who’s the real gatekeeper here? The boxer or fan demanding realism in a boxing sim—or the dev who says, “We know best,” while mimicking Tekken footwork in a sport that runs on rhythm and balance?

3. Influencer Culture Replacing Grassroots Voices

Instead of surveys, developers now push pre-release builds to content creators—many of whom are more concerned with view counts than boxing integrity. These influencers become unofficial testers while real boxing fans are left shouting into the void.

You rarely see someone asking:

  • What did coaches think of the footwork?

  • Did former fighters approve of the stamina system?

  • Are the scoring and judging mechanics based on real criteria?

Surveys would have asked those questions. Polls would’ve measured those priorities. Now they’re just lost in algorithmic noise.


The Boxing Sim Case Study: A Sport Misunderstood

The lack of player surveys has especially hurt the boxing genre. Boxing isn’t a fighting game—it’s a sport. It needs:

  • Traits, tendencies, and individual rhythm—not uniform combo strings.

  • Realistic knockdowns and ref interactions—not just arcade flash.

  • Career modes with managers, injuries, venue selection—not just online brawls.

But without public polling, developers don’t know this, or worse, don’t care. They default to what worked for UFC or Mortal Kombat because they never asked what boxing fans actually need.

There’s no excuse anymore. Tools like Google Forms, Typeform, SurveyMonkey, or even Twitter and Reddit polls make it free and easy to engage a global fanbase.


Why Surveys Work (When Done Right)

Let’s be clear: surveys can be gamed. But they still offer one thing dev teams and marketing metrics can’t—insight from people who care.

A well-constructed survey for a boxing game could break fans into categories:

  • Casual viewers

  • Hardcore boxing fans

  • Historians and trainers

  • Gamers who want realism

  • Players who only want online matches

Each group values different things. A good dev team could weigh them all and build a game that appeals broadly without compromising the sport.


How Fans Can Demand Surveys Again

If developers won’t ask the right questions, fans need to force the conversation. That means:

  • Calling out the lack of polling in dev livestreams and social media.

  • Creating and distributing fan-made surveys (yes, you can do that).

  • Holding devs accountable with clear, organized feedback.

Imagine presenting a developer with a 20-question survey filled out by 10,000 fans—broken down by role, skill level, and game mode preference. That’s power. That’s data. That’s how we get realism back into sports games.


Conclusion: Developers, You Don’t Know What We Want—Ask Us

Gatekeeping isn't the problem. It's the solution to misinformation. It’s the boxing community saying: “If you’re going to represent this sport, do it right.”

You wouldn’t make a racing game without talking to drivers. You wouldn’t make a baseball sim without stat experts and former players. So why make a boxing game without boxers and their fans?

Surveys gave us a voice. It’s time to bring them back—and force the industry to listen.


Call to Action:
To developers—stop guessing. Start asking.

To fans—don’t wait for permission. Build the surveys. Share the data. Be the gatekeepers of realism before it’s lost for good.

Ultimate Immersive Boxing Video Game Survey (v1.0)


Title: “What Would You Want in the Most Realistic Boxing Video Game Ever Made?”

Purpose: To gather structured, actionable data from boxing fans, gamers, boxers, historians, developers, and content creators to prove demand and refine a simulation-based boxing game vision.



“This survey is for those who want a truly realistic, deep, and immersive boxing video game. It draws ideas from the Boxing Videogame Blueprint blog and aims to gather your voice to shape the future of the genre.”


Disclaimer / Privacy:


“Your answers are anonymous unless you choose to share contact info. All responses may be used in pitch decks or presentations to studios, publishers, and developers.”


 Section 2 – About You (Demographics and Role)

Question Type

How would you describe yourself? (Check all that apply.) Checkbox

◻ Boxing Fan (Casual) ◻ Boxing Fan (Hardcore) ◻ Former/Current Boxer ◻ Game Developer ◻ Game Designer ◻ Boxing Coach ◻ Animator ◻ Gaming Content Creator ◻ eSports Enthusiast ◻ Journalist/Influencer ◻ Other (type below)

How many hours a week do you play video games? Dropdown

Age group Drop down (Under 18, 18–24, 25–34, 35–44, etc.)

Platforms you own Check boxes (PS5, Xbox Series, PC, Steam Deck, etc.)


Section 3 – Gameplay Preferences

Question Type

What tone should a boxing game aim for? Multiple Choice

◉ Realistic Simulation ◉ Balanced Sim/Arcade ◉ Fast-Paced Arcade ◉ Don’t Care

What mode do you play the most in boxing/fighting games? Multiple Choice

◉ Career Mode ◉ Online Ranked ◉ Local Multiplayer ◉ Tournament ◉ Create-A-Boxer ◉ Fantasy Matchups ◉ Story Mode

What features are must-haves for a true simulation boxing game? Checkbox (Multiple Selection)

◻ Realistic AI ◻ Boxer Tendencies ◻ Era-Based Gyms ◻ Ring Announcer ◻ Referees ◻ Signature Punches ◻ Chained Combos ◻ Corner Coaches ◻ Scorecard System ◻ Pre-fight Walkouts ◻ Fatigue & Stamina System ◻ Injury/Damage System ◻ Training Mode with Drills ◻ Post-Fight Interviews ◻ In-Fight Commentary ◻ Clinching ◻ Punch Resistance/Absorption ◻ Footwork Mechanics

Would you want bare-knuckle or era-based boxing modes (1920s, 80s, underground, etc.)? Yes/No


Section 4 – Realism & Boxing IQ Systems

Question Type

How important is AI that reflects boxer psychology (nervous, dangerous when hurt, etc.)? 1–5 Likert scale

Would you like to see tendencies and traits like in NBA 2K, but for boxing? (e.g., High Ring IQ, Volume Puncher, Defensive Slickster) Yes/No

Should sliders for aggression, defense, rhythm, power, etc. be editable? Yes/No

Would you like sliders to be visible and editable in a Boxer Editor Suite? Yes/No

Should AI learn, adapt, and change styles mid-fight based on success or damage? Yes/No


Section 5 – Creation, Customization & Modding

Question Type

What parts of a boxer should be editable? Check boxes

◻ Appearance ◻ Punch Style ◻ Movement Style ◻ Signature Moves ◻ Corner Team ◻ Walkout Music ◻ Ring Entrance Style ◻ Tattoos/Scars ◻ Era Outfit ◻ Commentary Name ◻ Traits/Tendencies

Should the community be able to share creations online like WWE 2K? Yes/No

Would you want to mod boxers, career paths, or arenas if allowed? Yes/No


 Section 6 – Advanced Ideas from the Blog

(A quick thumbs up/down per idea from your blog)


“Based on the Boxing Videogame Blueprint/Wishlist Site, how do you feel about these ideas?”


Idea Rating Scale

AI Sliders and Boxer Tendency Profiles (Ali = High Rhythm, Low Pressure) 👍 Neutral 👎

Referees in the Ring + Multiple Officials 👍 Neutral 👎

In-Fight Chained Body Punch Combos (With Animation Timing) 👍 Neutral 👎

Bare-Knuckle Mode with Era Gyms and Fighters 👍 Neutral 👎

Pre-Fight Camera Walkouts (With Realistic Timings) 👍 Neutral 👎

Create Promoters, Cutmen, Coaches, etc. 👍 Neutral 👎

AI-Driven Adaptive Footwork System (Like Undisputed with upgrades) 👍 Neutral 👎

Boxer Creation Suite with Traits, Scars, Tattoos, Legacy Templates 👍 Neutral 👎

Full Commentary + Chanting Crowd + Coach Audio Systems 👍 Neutral 👎

Tournament Mode with Era Rules (e.g., Super Six, Old School 15 Rounds) 👍 Neutral 👎


Section 7 – Your Final Thoughts

Question Type

What is missing from current boxing games that frustrates you? Long Text

What ONE feature would convince you to buy a new boxing game Day One? Short Text

Would you support a crowdfunding campaign for a true simulation boxing game? Yes/No

Are you open to being contacted for follow-up interviews, surveys, or testing? (Email optional)

Poe Is Tired: Defending Real Boxing in the Face of Misinformation and Misrepresentation




Introduction:

Poe isn’t mad. He’s exhausted.

Exhausted from hearing “It’s just a game.”
Exhausted from seeing fans argue for an arcade-style experience in what was supposed to be the first true simulation of boxing.
Exhausted from watching companies compromise authenticity just to pander to casual fighting game audiences.
Poe is not a hater. Poe is a gatekeeper of realism—and proud of it.


The Core Issue: Misrepresenting the Sport

Boxing is not just about swinging fists until a health bar drops to zero. It’s about:

  • Ring generalship

  • Footwork

  • Punch placement

  • Real-time strategy

  • Risk management

  • The psychology of fatigue and momentum

Yet time and again, certain fans—and even worse, developers—reduce it all down to “throw combos and parry spam.” They want Tekken in gloves. They want Mortal Kombat with jabs. They want something flashy and fast-paced, even if it butchers what makes boxing beautiful.

These fans push for arcade elements that make zero sense in real boxing—extreme dodges, unnatural combo chains, and stamina systems that ignore fatigue pacing. Poe calls it what it is: dishonest to the sport.


Poe’s Stand: A Gatekeeper of Realism

Some people call Poe a gatekeeper as an insult. But Poe embraces it.

"Gatekeeping realism isn’t exclusion—it’s protection."
— Poe

Poe has seen what happens when you let the wrong ideas through the door. A game meant to replicate the sweet science becomes a button-mashing, roll-dodging farce. The vision gets compromised. Real boxers’ styles are replaced by arcade archetypes. Legacy dies for casual amusement.

Poe doesn’t trust anyone anymore, especially when the community was so close to something truly authentic. He saw the early vision:

  • Realistic punch animations

  • Corner and referee AI

  • Signature tendencies per boxer

  • Strategic clinching and inside fighting

  • Weight class differences that mattered

But somewhere along the road, things changed. Former fighting game developers came in. Casual fans started moderating realism out of the forums. Studios got quiet. Excuses became the language of delay.

Poe kept receipts. Poe remembers.


The Dangerous Shift Toward Arcade

Too many fans who never studied boxing—who never even watched full fights—are now the loudest voices in development threads. Their fantasy of boxing is based on:

  • YouTube highlight reels

  • Parry spam from fight games

  • “Spam jab + straight until rock animation” tactics

  • Thinking “stamina” just means pressing less

This crowd doesn’t want realism. They want accessibility disguised as authenticity. They don’t know the difference between a sharp counterpunch and a light-speed combo string that breaks immersion.

Worse, studios listen to them.


Poe's Frustration with Developers

Poe no longer trusts companies to "get it right" on their own.

Why? Because they always say the same thing:

"It’s hard to do."
"Maybe in the sequel."
"We’re trying to strike a balance."

Balance is not the goal—truth is.

You don’t “balance” realism by adding arcade mechanics. You model boxing accurately, and then you add accessibility features around it, not in place of it.

The moment a boxing game removes realism for “flow,” it stops being boxing. It becomes cosplay with gloves.


What Poe and Real Fans Want

Poe isn’t alone. There’s a large, vocal, and informed group of fans who want a true simulation of boxing. They’re tired of excuses. They’re tired of compromise.

Here’s what they’re fighting for:

  • Boxer-specific tendencies

  • Realistic footwork and stance switches

  • Corner behavior that changes momentum

  • Referee logic

  • True knockdown/get-up systems

  • No overpowered diagonal dodges or arcade stun chains

They want a game that mirrors the physical, psychological, and strategic war that boxing is. One where Marvin Hagler doesn’t move like a Street Fighter character. One where styles—not speed tiers—make fights.


Final Word: Let Poe Cook

Poe’s not trying to ruin the fun. He’s trying to save the sport in digital form. If that makes him a gatekeeper? So be it.

Some fans think he’s too intense. Some devs fear he’ll call them out. Some “influencers” wish he’d shut up so they can get their early access codes without pushback.

But Poe’s not going away.

He’s the memory of the promises made.
He’s the voice for realism.
He’s the last line of defense between boxing and bastardization.

Let Poe cook.

Let real boxing fans speak up.

Or prepare for another generation of fake boxing in game form—and another generation of boxers misrepresented to new fans who think button mashing is "ring IQ."


#LetPoeCook
#ProtectBoxing
#SimBoxingIsTheFuture



Tuesday, July 15, 2025

Boxing Game Overalls: Don’t Compare Across Weight Classes!




Boxing Game Overalls: Don’t Compare Across Weight Classes!

 1. Just Because a Heavyweight is 86 and a Lightweight is 85 Doesn’t Mean the Heavyweight is Better

They’re in two different weight classes.
The 85-rated lightweight is judged based on other lightweights.
The 86-rated heavyweight is judged based on other heavyweights.

They don’t fight the same kind of fight, so their ratings don’t match up 1-to-1.


 2. Each Division is Its Own World

  • Lightweights are fast, slick, and rely on movement.

  • Heavyweights are big, strong, and focus on power.

A lightweight might be amazing in his class, but if you dropped him into heavyweight, he'd get crushed.
That’s why ratings stay within each division’s world.


 3. It’s Like School Subjects

Getting an 85 in Math doesn’t mean you’re worse than someone who got an 86 in English.
They’re different subjects.

Same with weight classes:
An 85 in lightweight ≠ is worse than an 86 in heavyweight.
They’re both top guys in their own lane.


 4. The Only Time to Compare Across Divisions? Pound-for-Pound Lists

That’s where you argue:

“Who’s the best overall, no matter the weight?”

That’s a separate thing. Overalls are about how good you are in your own weight class, not who would win in a dream match.


Bottom Line:

Don’t say, “This guy’s better because his overall is higher.”
Instead, say:

“He’s top-tier in his division.

That’s how real boxing works—and how realistic boxing video games should work too.



“For Dummies” version 


Why an 87 Overall Doesn’t Always Mean “Better” Than an 85 in Boxing Games

 1. Overall Ratings Are Just a Summary

Think of the overall rating like a report card average.
Two boxers can have different strengths but end up with similar or even higher overall scores.

For example:

  • One boxer might have 95 Power but 70 Defense

  • Another might have 85 Everything Across the Board

Even though the first one has an 87 and the second has an 85, it doesn’t mean he’s “better” overall — it just means he’s built differently.


 2. Different Styles = Different Strengths

Boxers aren't robots with perfect balance. Some are:

  • KO artists with bad stamina

  • Defensive wizards who don’t hit hard

  • Well-rounded, but don’t stand out in anything

All of those can land in the 85–87 range, but they’ll fight completely differently.


 3. Rating Systems Aren’t Always the Same

One boxer might have a few high stats that boost his average, while another has more balanced numbers.
So:

An 87 Overall might be all offense.
An 85 Overall might be a smarter, more defensive boxer.

Which one is “better” depends on matchups, play style, and tendencies, not just the overall.


 4. It’s Like Basketball Ratings

  • A player with 90 Dunk and 70 everything else might be 85 overall

  • Another player with 83 in all stats might also be 85
    Do they play the same? No. Are they “better” than each other? It depends on what you need.


 Bottom Line:

An 87 doesn’t always beat an 85.
Look at how the stats are built, not just the number.

Ratings show you the type of boxer, not just who’s better.
It’s all about styles, matchups, and tendencies — just like real boxing.

Monday, July 14, 2025

"When the Old School Schools the New: Why Boxer’s Road Still Has a Better Knockdown System Than Undisputed"



1. Legacy Execution vs Modern Limitations

Boxer's Road (1995–2000s, PSP/PS1):

  • Fighter falls where they are hit (backward, sideways, into ropes, etc.)

  • Get-up attempts happen wherever the boxer lands – against ropes, near corners, etc.

  • Falling direction is affected by momentum, position, and hit type.

  • Ragdoll-like behavior or animated transitions mimicked real physics.

Undisputed (2023–2025):

  • Boxer always teleports to the center of the ring for knockdowns and get-up mini-games.

  • No rope interactions during knockdowns.

  • Fall directions are preset animations, disconnected from the fight context.


2. Technical Breakdown: Why Boxer's Road Did It Better

Feature Boxer’s Road Undisputed
Fall Location Wherever the punch lands Center of ring (forced teleport)
Knockdown Variants Multiple contextual knockdowns Pre-canned, center-locked
Get-Up System Ground-position-based, camera adapts Standard front-facing center camera
Ropes/Corner Physics Used in a fall impact Ignored during KDs
Immersion Factor High realism, situational Broken immersion due to teleporting

3. Why Modern Games Like Undisputed Fail at This

 Design Choices or Oversight?

  • Focus may have been on competitive esports-style consistency, not realism.

  • A "safe zone" (center ring) is likely used to avoid:

    • Camera clipping

    • Rope collision bugs

    • Hard-to-code dynamic get-up angles

  • Possible rushed animation system:

    • Only animating get-ups from one spot was faster to implement.


4. But If Boxer’s Road Could Do It… Why Can’t They?

A. Prioritized Simulation, Not Flash

  • Developers built everything around the boxing match logic, not esports systems.

  • Even on weaker hardware, they simulated:

    • Boxers tangled in ropes.

    • Falling in corners.

    • Realistic stagger before falling.

B. Modern Excuses Don’t Hold Up

  • Boxer’s Road is over 20 years old.

  • Today’s game engines (Unity, Unreal) can handle:

    • Physics-based ragdoll + pose matching.

    • Spline-based camera tracking.

    • Ropes as soft bodies with collision.


5. What Should Undisputed Do Instead?

Realistic Knockdown System Blueprint:

  • Fall logic:

    • Match the punch angle + momentum.

    • Rope/corner detection.

  • Get-up mini-game location:

    • Happens where the boxer fell, not a fake location.

  • Camera:

    • Dynamic follow with corner/rope logic.

  • Visual cues:

    • If a boxer is tangled or trapped near ropes, have a “ref struggles to clear space” animation.


6. Why It Matters to Boxing Fans

  • Realism breeds immersion, not frustration.

  • If a boxer goes down face-first near the ropes, the scene should reflect that. It raises the stakes.

  • Real boxing fans notice when the boxer falls in one spot but magically reappears somewhere else.

  • It breaks the emotional and visual rhythm of the match.


Conclusion:

Older games like Boxer’s Road had less power, but more respect for the sport’s detail. Undisputed needs to stop relying on "tech excuse culture" and fix its disconnected get-up/fall system, or it’ll continue breaking immersion for the very fans it was supposed to honor.



The Technology Exists: Why SCI’s Excuses About Referees and Clinches Don’t Hold Up



 1. Historical Precedent: What WWE Games Have Already Proven

 Multiple Characters in the Ring Simultaneously

  • WWF No Mercy (2000, N64): Managed 4+ wrestlers in the ring with animations, collision, grapples, and AI behaviors.

  • WWE SmackDown vs. Raw Series: Regularly featured wrestler + referee + tag partners in one ring—complete with positioning, reactions, and animations.

  • WWE 2K Series (Modern): Easily handles 6 to 8 fully animated characters, interacting with physics and the environment (ropes, tables, ladders, etc.).

 Lesson for SCI: Multiple characters in one confined 3D space with collision, AI, animation layers, and situational logic has been solved repeatedly, even on weaker hardware.


 2. Clinch Mechanics: Wrestling Games Did It Better—20 Years Ago

 WWE's Grapple System as a Clinch Analogy

  • Wrestlers initiate tie-ups, which involve:

    • Entry animations (front, rear, running, interrupted)

    • Transition trees into different moves (throws, slams, submissions)

    • Player struggle inputs (timing-based or button mash)

    • AI logic on when to break or control the clinch

 Persistent Contact

  • Wrestling games mastered:

    • Two characters remain interlocked for multiple seconds

    • Momentum swings

    • Dynamic escapes or follow-ups

 SCI doesn’t even need WWE's full complexity—just brief clinch states, simple break logic, and transitions (ref break, punch-out, push-off) would be enough for now.


 3. Modern Examples: Ref and Clinch in Other Fighting Games

  • UFC Undisputed (THQ, 2009–2011): Seamless clinching, cage interactions, takedown wars.

  • UFC 4 (EA): Clinch with layered inputs, although animation transitions can be robotic.

  • Fight Night Champion (2011): Simple clinch button that triggers a brief lockup and a ref break.

  • Creed: Rise to Glory (VR): Has basic clinching mechanics in VR, with position and stamina influencing outcome. The presence of a referee, grappling/clinching, and ring interactions is not groundbreaking tech—it’s game design, animation tuning, and state logic.


 4. The Excuse of “It’s Not Easy” – Debunked

 What “Not Easy” Usually Means

  • More expensive: Yes

  • More time-consuming: Yes

  • More QA issues: Yes

  • But: Not Impossible

 Refusing to Try vs. Hitting Technical Walls

  • SCI appears to choose not to prioritize clinch/ref systems.

  • They redirect blame to tech when it’s actually a matter of:

    • Development scheduling

    • Budget allocation

    • Feature prioritization

    • Design philosophy (arcade-leaning vs sim-focused)

 SCI’s “it’s hard” excuse is increasingly hollow when you consider:

  • They promised referee realism.

  • Fans didn’t ask for WWE-style grappling—just basic boxing realism.

  • They have a 5-year dev cycle and industry veterans.


 5. What SCI Could Learn and Implement

WWE Feature Boxing Game Equivalent Action SCI Could Take
Grapple Entry Clinch Initiation Button + range-based activation
Struggle mini-game Push/Pull or stamina-based clinch AI vs Player logic, manual release
Ref Interaction Logic Ref breaks the clinch, separates the fouls Simple navmesh and animation loop
Ref animations & awareness Ref reacting to action Triggered by proximity and foul risk
Tag-ins/interruptions Corner interaction, illegal hits Future feature, proof of complexity support
Conclusion: It's Not a Tech Limitation—It's a Design Choice

SCI isn’t blocked by technology. They are blocked by:

  • A lack of vision for realism

  • Fear of overcomplicating mechanics for casuals

  • Possibly, internal pushback from developers more comfortable with UFC-style control schemes or arcade philosophies

Bottom Line: WWE games (past and present) already solved these problems, and SCI should stop framing basic boxing realism like it’s rocket science. It's not “hard,” it's low on their priority list—and that’s the real problem.


“Boxing Fans Don’t Know What They Want”? The Biggest Deception in Sports Gaming

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